Animation clip skipping keyframes when FPS drop?

have a simple setup in my animation clip for a sword attack: Just a basic sprite animation and two gameobjects that are disabled/enabled via keyframes.

One of the GameObjects is a "damage" object (collider) I use as a slash for attacks, so it turns on on a certain part of the attack and then turns off on another. Simple enough.

But I noticed with horror that when the editor started to skip frames due some lag, sometimes the keyframes that turned on the damage object were skipped, so the collider never appeared on the attack. This obviously would break the game when the fps drops.

Haven't tested this on an actual build on a slow device, but is this behaviour expected? Is it only something that happens on the editor preview? Or this approach is not a reliable way of doing game logic?